Well i think i would call it FalloutCraft but whatever xD and i just read about 10% of what you wrote and WOW just WOW this is amazing i cant wait to see this happen if you need any texturers (pixel) i can help and to you :smile.gif:
Well i think i would call it FalloutCraft but whatever xD and i just read about 10% of what you wrote and WOW just WOW this is amazing i cant wait to see this happen if you need any texturers (pixel) i can help and to you :smile.gif:
Feel free to read the other 90%, it only gets better as you go
Would the Wastelands textures be oriented like the normal overworld textures? Because it would be fun to just use the wastelands as a texture pack too.
Would the Wastelands textures be oriented like the normal overworld textures? Because it would be fun to just use the wastelands as a texture pack too.
the wastelands textures would not be oriented like the normal overworld textures but if you have something like photoshop, it's easy to swap around textures.
the wastelands textures would not be oriented like the normal overworld textures but if you have something like photoshop, it's easy to swap around textures.
Well Dillo decided to do that actually for himself because he liked the way everything looked. One texture that's missing though is diamond (because its not a part of the wastelands) so here ya go:
Well Dillo decided to do that actually for himself because he liked the way everything looked. One texture that's missing though is diamond (because its not a part of the wastelands) so here ya go:
So, the textures are ready? Or just basic normal world textures? Or just the wasteland ones?
Since the grass is biome-compliment, and since there is a shader for the grass/foliage in the misc folder
for texture packs/minecraft.jar, you could modify the shaders to give a more "dead" feeling to the wastelands.
Rollback Post to RevisionRollBack
An Aether mod? Dont be ridicul-
(Cockatrice jumps down and kills him)
I was just wondering, is the Nuke-bloom the only way to identify radiation fields, or will there be other natural indicators?
well theres no other natural indicators but you can use radiation goggles and btw i would love it if you made a release with what you have now im dying to play it
well theres no other natural indicators but you can use radiation goggles and btw i would love it if you made a release with what you have now im dying to play it
I know there are no other natural indicators in the mod right now, but i meant other stuff in nature, like the Red Forest near Chernoble (Radiation turned all the plants there red)
I know there are no other natural indicators in the mod right now, but i meant other stuff in nature, like the Red Forest near Chernoble (Radiation turned all the plants there red)
not to my knowledge, if you have any ideas though please feel free to post them.
Woah. Just woah. I saw this WIP a few months ago, found it from you posting on the thread for Realms of Argoth. Back then the only things you guys had done was textures and world generation. I was amazed when I saw all the progress that had been made, I think this mod is going to be brilliant, even if there was just a pre release done in the next couple of weeks.
Not sure if you guys have decided on how levelling was done, but I have a suggestion. You could have an overall level, gotten from killing enemies or something similar, that was for improving attributes, then you could have a seperate level for each skill, where you would improve in said skill for using it. You could have it so you got a perk at certain intervals of levelling a certain skill, eg making guns with 25% less chance to malfunction at lvl 75 Gun-Smith. Alternatively, you could make it so each skill had a perk "tree", and each overall level gave you 2 attribute points and 1 perk point or something like that. The skill increases for seperate skills would simply improve proficiency, eg Brewing lvl 75 would make stronger alcohols and tastier brews than someone with Brewing lvl 10.
I hope you guys have enjoyed making this as much as I hope I will enjoy playing it, because it looks like a LOT of effort and persistence. Congratulations on your progress thus far, I can't wait to see more finished features within the next couple of weeks/months!
Woah. Just woah. I saw this WIP a few months ago, found it from you posting on the thread for Realms of Argoth. Back then the only things you guys had done was textures and world generation. I was amazed when I saw all the progress that had been made, I think this mod is going to be brilliant, even if there was just a pre release done in the next couple of weeks.
Not sure if you guys have decided on how levelling was done, but I have a suggestion. You could have an overall level, gotten from killing enemies or something similar, that was for improving attributes, then you could have a seperate level for each skill, where you would improve in said skill for using it. You could have it so you got a perk at certain intervals of levelling a certain skill, eg making guns with 25% less chance to malfunction at lvl 75 Gun-Smith. Alternatively, you could make it so each skill had a perk "tree", and each overall level gave you 2 attribute points and 1 perk point or something like that. The skill increases for seperate skills would simply improve proficiency, eg Brewing lvl 75 would make stronger alcohols and tastier brews than someone with Brewing lvl 10.
I hope you guys have enjoyed making this as much as I hope I will enjoy playing it, because it looks like a LOT of effort and persistence. Congratulations on your progress thus far, I can't wait to see more finished features within the next couple of weeks/months!
Vel
Thanks for the compliments, it means a lot and feels great when we get feedback like that. I'll get back to you on Tuesday on how we think we're going to do skills and leveling. We'll hopefully do get all the gun formula's worked out, I won't have a bunch of other work i need to do, and I'll be more awake to explain things. I have really high hopes for the flamebreather (one of the 3 formulas), i think/hope it will be the coolest type of weapon we have in the game. If you have any more suggestions please share them; you seem to have good ideas as well as being prolific (which is great).
there hasnt been much progress the past week, we decided to take a little break after pumping out 3 big updates in 2 weeks =P
Well i think i would call it FalloutCraft but whatever xD and i just read about 10% of what you wrote and WOW just WOW this is amazing i cant wait to see this happen if you need any texturers (pixel) i can help and to you :smile.gif:
Click or it will die!
Feel free to read the other 90%, it only gets better as you go
the wastelands textures would not be oriented like the normal overworld textures but if you have something like photoshop, it's easy to swap around textures.
OKay, I'll try that when it comes out.
Well Dillo decided to do that actually for himself because he liked the way everything looked. One texture that's missing though is diamond (because its not a part of the wastelands) so here ya go:
So, the textures are ready? Or just basic normal world textures? Or just the wasteland ones?
well we won't be modifying any overworld textures but the ones we are using in the wastelands are complete.
Since the grass is biome-compliment, and since there is a shader for the grass/foliage in the misc folder
for texture packs/minecraft.jar, you could modify the shaders to give a more "dead" feeling to the wastelands.
(Cockatrice jumps down and kills him)
well theres no other natural indicators but you can use radiation goggles and btw i would love it if you made a release with what you have now im dying to play it
Click or it will die!
I know there are no other natural indicators in the mod right now, but i meant other stuff in nature, like the Red Forest near Chernoble (Radiation turned all the plants there red)
not to my knowledge, if you have any ideas though please feel free to post them.
That sorta was my idea, trees with no leaves, and tinted red to indicate radiation zones...
That's sort of the point lol
I get the idea that radiation is invisible, but give us a sporting chance so we don't build a house in a radioctive zone.
Why is my house glowing green?
(Cockatrice jumps down and kills him)
Not sure if you guys have decided on how levelling was done, but I have a suggestion. You could have an overall level, gotten from killing enemies or something similar, that was for improving attributes, then you could have a seperate level for each skill, where you would improve in said skill for using it. You could have it so you got a perk at certain intervals of levelling a certain skill, eg making guns with 25% less chance to malfunction at lvl 75 Gun-Smith. Alternatively, you could make it so each skill had a perk "tree", and each overall level gave you 2 attribute points and 1 perk point or something like that. The skill increases for seperate skills would simply improve proficiency, eg Brewing lvl 75 would make stronger alcohols and tastier brews than someone with Brewing lvl 10.
I hope you guys have enjoyed making this as much as I hope I will enjoy playing it, because it looks like a LOT of effort and persistence. Congratulations on your progress thus far, I can't wait to see more finished features within the next couple of weeks/months!
Vel
Thanks for the compliments, it means a lot and feels great when we get feedback like that. I'll get back to you on Tuesday on how we think we're going to do skills and leveling. We'll hopefully do get all the gun formula's worked out, I won't have a bunch of other work i need to do, and I'll be more awake to explain things. I have really high hopes for the flamebreather (one of the 3 formulas), i think/hope it will be the coolest type of weapon we have in the game. If you have any more suggestions please share them; you seem to have good ideas as well as being prolific (which is great).
there hasnt been much progress the past week, we decided to take a little break after pumping out 3 big updates in 2 weeks =P